public IdleTask(ParentNode _parent, AIBehaviour _behaviourRoot) { m_parent = _parent; m_parent.AddChild(this); m_behaviourRoot = _behaviourRoot; m_aimodelSelf = m_behaviourRoot.Model; }
public Condition_InDetectionRange(ParentNode _parent, AIBehaviour _behaviourRoot) { m_parent = _parent; m_parent.AddChild(this); m_aimodelSelf = _behaviourRoot.Model; }
public Condition_HealthLow(ParentNode _parent, AIBehaviour _behaviourRoot) { m_parent = _parent; m_parent.AddChild(this); m_aimodelSelf = _behaviourRoot.Model; }
public Condition_PlayerDead(ParentNode _parent, AIBehaviour _behaviourRoot) { m_parent = _parent; m_parent.AddChild(this); }
public Condition_FleeTimerRunning(ParentNode _parent, AIBehaviour _behaviourRoot) { m_parent = _parent; m_parent.AddChild(this); m_aimodelSelf = _behaviourRoot.Model; }